This forum is for general issues relating to pilots. Players have made excellent suggestions which get lost in the larger discussion groups. You are welcome to discuss mod recommendations, configurations, and all around general information, related to being a pilots on the server.

AMRAAM C
Medium-range radar-guided AA missile. Max lock-on range is about 11 km (6,8 Miles).
A single hit will consistently destroy targeted aircraft. The AMRAAM C can miss as a result of chaff/flares, but merely using sharp turns is rarely effective against it.

AMRAAM D
Medium-range radar-guided AA missile. Max lock-on range is about 13 km (8 Miles),
although typical lock-on range is closer to 9 km ( 5,6 Miles).
A single hit will consistently destroy targeted aircraft. Like the C variant, the AMRAAM D can miss as a result of chaff/flares, but merely using sharp turns is rarely effective against it.

BIM-9X
Short-range radar-guided AA missile. Max lock-on range is 4 km (2,5 Miles).
Note that the BIM 9X tends to consistently miss targets which move perpendicular to its direction of travel. Simply making a sharp turn into a perpendicular direction to the missile can very frequently cause it to miss even without deploying countermeasures.
A single hit will typically destroy any air vehicle, but occasionally a second hit is required.

BL778
Cluster bomb. It can be laser guided to a target. Some aircraft are able to load two-rack versions instead of a single bomb. It's exceedingly effective against infantry and lightly armored vehicles, but does no damage to tanks. Some of the cluster munitions may remain unexploded (called UXO, or unexploded ordinance) and can pose a hazard to any infantry or lightly armored vehicles which are passing through the area. Averages at 2-4 pieces of UXO per bomb.

CBU-85
Cluster bomb. Can be optionally laser guided to a target. Has an optional two-rack variant that can only be loaded by certain aircraft. It's exceedingly effective against infantry and lightly armored vehicles, but does no damage to tanks. Some of the cluster munitions may remain unexploded (called UXO, or unexploded ordinance) and can pose a hazard to any infantry or lightly armored vehicles which are passing through the area. Averages at 2-4 pieces of UXO per bomb.

DAGR
Heat-seeking high explosive air-to-ground missile which can be laser-guided. Relatively low damage, but comes in pods of 12. Max range for a lock-on is 3 km (1,8 Miles).

Notes:
-The Pawnee does not have the appropriate sensor systems to make use of the laser-guidance option, so it can only target vehicles which have warmed up from engine or weapon usage.
-Rapid barrages on a single target may not be ideal as the smoke from the first missile to hit will obscure the view for subsequent missiles.
-DAGRs do not perform well when they need to change directions suddenly. A fast-moving vehicle making sharp turns will be a poor target for DAGRs. Similarly, if the aircraft launching the DAGRs is moving quickly relative to the target and firing at close range, the DAGR may not be able to properly compensate for the change in direction.
-Line-of-sight is necessary for DAGR targeting and guidance, so smoke countermeasures combined with small movements can very effectively counter inbound DAGR missiles.

6 DAGR missiles can destroy a tank from the rear. Depending on where they hit, up to 24 missiles may be needed to destroy a tank from the front. Despite poor performance against armored targets, a single missile can destroy an armored car or truck, or destroy a landed helicopter or jet.

DAR
The DAR is an unguided high explosive rocket. They come in groups of 12 in rocket pods. Unlike most other rockets, these are fired in full-auto mode at 24 rockets per second, allowing pilots to easily create massive barrages from a safe standoff distance.
Only 1-2 direct hits from a DAR is required to destroy armored cars and trucks. However, a barrage of about 20-30 missiles directly hitting a tank from the side is required to potentially destroy it.

Falchion-22
Short-range heat-seeking AA missile. Max range is roughly 9,000 metres (5,6 Miles). The Falchion-22's effectiveness is widely variable; sometimes requiring up to four hits to bring down a target.

Minigun 6.5 mm
Comes with 2,000 rounds of ammo, fires at 80 rounds per second.
Does absolutely no damage to tanks. Works well against infantry, shreds tires effectively, and can be used to take out drivers while causing minimal damage to the vehicle they're in.

Mk-82
Unguided bomb.

RBK-500F
Cluster bomb. Can be laser guided to a target. Unlike other cluster bomb models, it does not have a two-rack variant. It's exceedingly effective against infantry and lightly armored vehicles, but does no damage to tanks. Some of the cluster munitions may remain unexploded (called UXO, or unexploded ordinance) and can pose a hazard to any infantry or lightly armored vehicles which are passing through the area. Averages at 2-4 pieces of UXO per bomb.

R73 Archer
Short-range air-to-air missile.

R77 Adder
Medium-range air-to-air missile.

Sahr-3
Short-range AA missile.

Sharur
Heat-seeking air-to-ground missile.
The Sharur has a very large blast and can destroy all ground vehicles and most buildings in a single hit.

Shrieker
Unguided air-to-ground rocket. It comes in rocket pods in groups of seven, with both high explosive (HE) and armor penetrating (AP) variants available.
Shrieker AP requires about 10-15 direct hits to destroy a tank from the side. Shrieker HE requires about 35-40 direct hits to destroy a tank from the side.

Scalpel
The Scalpel ATGM is a heat-seeking air-to-ground missile which can be laser-guided. Max lock-on range is 6,000 meters (3,7 Miles). Depending on the vehicle and the pylon, the Scalpel is available in single, 3×, and 4× missile racks, allowing some aircraft to carry huge numbers of them. For example, the A-164 Wipeout can carry up to 30 Scalpel missiles.

Depending on where it hits, a single Scalpel missile can easily destroy a tank. In general, Scalpels work better at medium to long ranges. This is because they may not have time to correct for the movement of the vehicle which fired them if at short range, causing them to hit slightly off target. If the Scalpel is given room to correct, it will aim for the tank's weak spot - its turret. It can reliably take out a tank even from the front in one shot if it's given enough starting height to strike through the roof of the tank turret.

Note that line-of-sight is necessary for Scalpel targeting and guidance, so smoke countermeasures combined with small movements can very effectively counter inbound Scalpel missiles.

Note that using countermeasures can be quite tricky as both the MQ4A Greyhawk and the MQ-12 Falcon flying at an altitude of 2,000 meters (1,2 Miles) are both essentially small enough to be invisible to the naked eye, even though they could still be well within comfortable firing range with their Scalpels.

Skyfire
Unguided air-to-ground high explosive rocket. It comes in rocket pods with 19 rockets per pod. Similar to the DAR, Skyfire rockets are fired in a fully automatic mode, and roughly at the same firing rate of about 24 rockets per second.

Like the DAR, only 1-2 direct hits are required to destroy armored cars and trucks. Unlike the DAR, destroying a tank only requires about 12-20 direct hits.

Tratnyr
Like the Shrieker, the Tratnyr is an unguided missile which comes in both high explosive (HE) and armor penetrating (AP) variants. Tratnyr rockets come in pods of 20. If loaded on both sides of an aircraft, the rockets will be fired in pairs.

Twin Cannon 20 mm
Stationary-mounted 20 mm high-explosive cannon.

Able to immobilize tanks by damaging their treads, but unable to destroy tanks.

Zephyr
Radar-guided anti-aircraft missile. The description calls it a long-range missile, and in practice the range seems to be limited to about 7 km (4,3 Miles). Note that this is the longest-ranged missile on any non-Jets DLC aircraft.

Last edited by rati on June 4th, 2018, 3:05 pm, edited 3 times in total.